How combat turns work
Your entire squad acts before the enemy. Each Operator receives three Action Points per turn, and actions can be taken in any order. Movement costs scale with distance; attacks depend on weapon type, range, line of sight, and cover.
| System | Officially confirmed function |
|---|---|
| Overwatch | Places an adjustable firing cone and can interrupt enemies that move or act inside it. Using it ends that Operator’s turn. |
| Utilities | Items such as medkits and concussion grenades typically cost one AP. |
| Call for Backup | A zero-AP action that lets one random Operator ask a teammate to assist their next attack. |
| Advantage | A resource generated by landing hits and spent on powerful abilities. It does not cost AP and is capped at 10. |
| Cover | Partial and full cover reduce the chance of being hit. Flanking and higher ground can improve your own shot odds. |
Injuries and permanent death
An Operator reduced to zero Health is Downed and receives an Injury. Allies can Rally a Downed Operator, but Injuries reduce combat performance and require treatment. EA’s gameplay briefing says three Injuries cause permanent death on standard difficulty; EA’s Q&A says permadeath is enabled by default but can be turned off.
What you do at the Den
The Den is Zero Company’s base on the Ring of Kafrene. Its facilities cover mission selection, recruitment, progression, equipment, upgrades, healing, customization, and remembrance.
- Holotable: select Operations and Tactical Missions, spend Intel, and track Influence.
- Recruitment: hire or create Custom Operators within the current roster capacity.
- Personnel: spend Focus Points, manage specializations, review stats, and develop Bonds.
- Armory: equip four weapon types, modifications, and combat Utilities.
- Upgrade and Medbay: build facilities across Cycles and treat Injuries.
Missions, Cycles, and choices
Operations are non-combat assignments that can produce information, Credits, equipment, or relationship changes. Tactical Missions are turn-based ground encounters and advance the campaign to its next Cycle. Some missions are critical to the story, while other opportunities expire if not chosen in time.
The official Q&A estimates a 30–40 hour main campaign for the average player. Choices can change Bonds and some narrative elements, while the broad conclusion remains largely consistent.
Bonds and Cross Training
Relationships improve through Operations, Tactical Missions, and combat assists. When a Bond level rises, the pair can Cross Train for a permanent combat-stat bonus. A maximum Bond can unlock a special passive ability. Story dilemmas may improve or damage individual relationships.
This is an official-systems briefing, not a strategy ranking. Exact optimal builds, encounter solutions, and “best squad” claims require launch-build testing and are intentionally excluded.
Related field reports
Compare the eight specializations, review the confirmed Operators, or study the Infinite Coil.
Sources
- EA — Lead Zero Company To Victory (combat, Injuries, the Den, missions, facilities, Bonds)
- EA — Answering the Internet’s Biggest Questions (campaign length, choices, permadeath settings)
- EA Newsroom — Launch announcement (campaign map, progression, Cross Training)